Xenonauts – Compatibility

Xenonauts Title Screen

Xenonauts Title Screen

System Requirements

Linux

Operating System: Ubuntu 14.04 or greater, Linux Mint 17 or greater
Processor: 2 GHz x86 or greater
Memory: 1 GB RAM
Video: SDL Compatible Video Card, 1280×720 resolution or greater required.
Hard Disk: 3 GB

These packages are required:
libc6:i386
libasound2:i386
libasound2-data:i386
libasound2-plugins:i386
libsdl2-2.0-0:i386 and dependencies.

Mac OS X

Operating System: Mac OS X 10.7 or greater
Processor: 2 GHz x86 or greater
Memory: 1 GB RAM
Video: 1280×720 resolution or greater required.
Hard Disk: 3 GB

Windows

Operating System: Windows Vista or greater
Processor: 2 GHz x86 or greater
Memory: 2 GB RAM
Video: 512 MB DirectX 9.0c Compatible Video Card, 1280×720 resolution or greater required.
Hard Disk: 3 GB

Ubuntu 16.04

The GOG version of Xenonauts appears to run natively with no issues in Ubuntu 16.04.

Xenonauts – Linux, Mac OS X 10.10, and Windows 10 Game First Impressions

Xenonauts Title Screen

Xenonauts Title Screen

It was in the summer time, likely 1996. My best friend was an only child and seemed to have a great knack for talking his mother into buying him computer games from the bargain bin section of whatever store they happened to be shopping in. During this particular week, he and his mom were shopping at Tuesday Morning and he was able to purchase a game neither one of us had ever heard of, but the box cover sure looked interesting. It was a game for MS-DOS and because of its outrageous memory allocation requirements, he couldn’t figure out how to get it to work with his family’s computer system. Since both of his parents worked full-time, he came over a lot during the summer, and one day he brought the game with him to my house to see if I could get it to work on my system. After building a special custom boot disk to boot into a favorable DOS environment to run the game, we both experienced our first contact with the game called X-COM: UFO Defense.

Select Your Main Base

Select Your Main Base

X-COM: UFO Defense is a strategy game, developed by Mythos Games and released in 1994 by MicroProse, that combines real-time strategy with turn-based tactics. The player is tasked with creating and managing the global defense force protecting Earth from hostile invasion by extra-terrestrials. The player must spend their budget wisely purchasing aircraft to intercept and shoot down UFOs. They must hire soldiers to go on missions to eliminate the threat of downed alien spacecraft and to retrieve valuable alien technology. And they are also responsible for hiring and managing scientists to research new technologies to create weapons comparable to the ones the aliens carry.

Intercepting UFOs

Intercepting UFOs

Xenonauts, a game developed and published by Goldhawk Interactive in 2014, seems to have been created to recapture the same vein of nostalgia I had from when I used to play X-COM: UFO Defense with my best friend in the mid-1990s. The game developers state that the game is not meant to be a clone of X-COM, and it is not, but the spirit of that original game is certainly alive and present here. Gamers who played X-COM: UFO Defense will feel at home when selecting their beginning base site, managing their initial base, sending planes out to intercept UFOs and sending out a team of soldiers to investigate a UFO crash landing site.

Close Encounter Shot to the Face

A Close Encounter Shot to the Face

When playing through Xenonauts for the first time, I noticed it seemed to appear very spartan for the year it was released. No cutscenes or rich animations were employed, and I have been unable to find an actual tutorial on how to play the game as far as I can tell. With X-COM: UFO Defense a player had to rely on the manual. Without the manual it was easy to lose very quickly. Maybe Xenonauts was designed to cater to the more mature PC gamer who is used to reading a thick manual to get the most of their strategy game’s mechanics. There are tool-tips that pop up the first time a player accesses any new screen, however, so the player doesn’t have to fly completely blind. I realize having had played X-COM: UFO Defense as a child, I am not much of a newcomer to the genre, but without reading a manual or following a tutorial, I was able to intercept two UFOs and successfully complete my first mission to retrieve alien artifacts from my first downed UFO. There is also a Xenopedia that serves as an in game online help resource while playing.

UFO Secured

UFO Secured

Upon further research, it appears Xenonauts was actually the product of a Kickstarter campaign that was able to raise the sum of $154,715 from 4,668 backers according to Wikipedia. This is an impressive amount, but far from the budget of a AAA studio. With this information to place things in perspective, what the developers of Xenonauts were able to accomplish with this game is impressive. The musical score is complex, easy to listen to, and fits the atmosphere of the game. The sound effects are rich and fit within their contexts as well. While the animations and graphics are simple, no extra imagination is required on the part of the player to discern what they are looking at on the screen at any given moment.

Research Alien Technology

Research Alien Technology

Goldhawk Interactive allowed partial access to the Xenonauts source code which resulted in the creation of Xenonauts: Community Edition, a mod for the Xenonauts game. Those with a retail copy of Xenonauts can apply the community edition mod to expand and enhance their Xenonauts game experience. I’ll try to add another article covering the community edition mod at some later point.

I had a lot of fun briefly playing Xenonauts today, moseying down memory lane. The GOG summer sale just started today. Those that visit GOG.com before June 6th can download a free copy of Xenonauts to play themselves. This is a good game. I’d recommend getting a free copy before the promotion runs out.

Upgrading to the Latest Development Version of Wine in Lubuntu Linux to Play Fallout: New Vegas

Fallout: New Vegas Title Screen

Fallout: New Vegas Title Screen

A couple days ago, Bethesda Softworks released a teaser trailer for the new game Fallout 76. I have heard speculation that it might be a Fallout MMO, which would be awesome. I have been unable to find any details on release date yet. The news of a new Fallout game made me want to go back and play an older Fallout game.

It was while browsing through my Fallout game collection that I noticed Fallout: New Vegas is available on Steam download for Windows users only. I was surprised by this. I thought surely there would be a Mac version released at some point if not a Linux version. I went on the wine website and checked their AppDB to see how compatible Fallout: New Vegas is for running in wine. For those unfamiliar, wine is a program that runs in Linux that can be used to run windows compatible software with varied success. They have an AppDB that keeps track of what programs work for what versions of wine across various flavors of Linux. The wine program’s website may be found at www.winehq.org. The AppDB can be found at appdb.winehq.org.

Cutscenes Work Flawlessly in Wine 3.9

Cutscenes Work Flawlessly in Wine 3.9

According to the AppDB on the wine website, Fallout: New Vegas should work flawlessly in any version of wine since version 3.3. Excited by this, I downloaded the game to one of my Linux machines and got ready to play. The flavor of Linux I prefer to use is Lubuntu, a Ubuntu variant. The game downloaded successfully and I launched it with wine. The game bombed right at the title screen.

Depressed and annoyed by this, I checked my wine version I had install on my machine. You do this by opening a terminal and typing in the command, “wine –version”. I saw my machine had wine version 1.9 running on it. Users of Ubuntu and its variants who want to get a stable, system compatible version of wine up and running very quickly can use the the Synaptic Package Manager, search for wine, and install the most recent wine version offered within the “Universe” package repository provided by default upon installation of the operating system. This version of wine, while tested to work well with the operating system, is not the latest and best version of wine to achieve high compatibility with more recent Windows programs. To do that, you must go to wiki.winehq.org/Ubuntu and download the latest version using the instructions provided there.

We've Got Some Geckos to Clear Out.

We’ve Got Some Geckos to Clear Out.

There are three branches of wine versions that can be installed via the apt-get command on Ubuntu flavored Linux systems directly from winehq: stable, development, and staging. Stable is less error prone, obviously. Staging is what will hopefully be released with the kinks worked out in the next version. Meanwhile the development branch, despite its name, has turned out iteratively better versions of wine that can be used with relative stability until the next stable branch version comes out. The longer I get away from a stable wine version, the more I feel a need to use the latest development branch version.

To install the latest development branch version of wine onto my Lubuntu system, I first had to open a terminal and type in commands to add the wine specific repository to download the latest wine development branch packages. The first command I ran was to enable my system to download and install 32-bit binaries and code libraries necessary for wine to run any 32-bit applications. Interestingly, 64-bit Ubuntu systems are more apt to run fully 64-bit code as opposed to Windows systems where it seems many libraries still have a 32-bit variant, sometimes the 32-bit one is used by default.

sudo dpkg --add-architecture i386

To add the wine specific repository for the latest branches, run the following commands in the terminal. I ran these commands from my home directory.

wget -nc https://dl.winehq.org/wine-builds/Release.key
sudo apt-key add Release.key
sudo apt-add-repository https://dl.winehq.org/wine-builds/ubuntu/

Then run an update to pull down the latest package information.

sudo apt-get update

Finally, install the latest wine version from the development branch.

sudo apt-get install --install-recommends winehq-devel

Everything completed successfully, so I was finally able to run Fallout: New Vegas using the latest development version of wine on my machine. I reloaded the game and watched it crash again in roughly the same place. Hmmm, that’s not good. I checked my wine version again. Still 1.9! What happened!?!

The Ubuntu default wine installation from the universe repository installs its wine binaries into the /usr/local/bin directory and has all sorts of system links that call the wine commands located there. This directory is also part of the system path ($PATH), so any wine command contained there will be favored even over a wine command located in the /usr/bin directory. Meanwhile, the wine binaries for the latest development branch are installed to the /opt/wine-devel/bin directory.

It was at this point that I wrote a bash script to replace the old wine binaries in the /usr/local/bin directory with links to the new binaries in the /opt/wine-devel/bin directory. I opened a new file in a text editor and saved it as RefreshWineCommandsToDevel.sh. Once the script was run, all of my Ubuntu specific links were now pointing to the more recent version of wine. The contents of the script follow.

if [ -f /usr/local/bin/wine ]; then
    rm /usr/local/bin/wine
fi
ln -s /opt/wine-devel/bin/wine /usr/local/bin/wine
if [ -f /usr/local/bin/wine64 ]; then
    rm /usr/local/bin/wine64
fi
ln -s /opt/wine-devel/bin/wine64 /usr/local/bin/wine64
if [ -f /usr/local/bin/wine64-preloader ]; then
    rm /usr/local/bin/wine64-preloader
fi
ln -s /opt/wine-devel/bin/wine64-preloader /usr/local/bin/wine64-preloader
if [ -f /usr/local/bin/wineboot ]; then
    rm /usr/local/bin/wineboot
fi
ln -s /opt/wine-devel/bin/wineboot /usr/local/bin/wineboot
if [ -f /usr/local/bin/winebuild ]; then
    rm /usr/local/bin/winebuild
fi
ln -s /opt/wine-devel/bin/winebuild /usr/local/bin/winebuild
if [ -f /usr/local/bin/winecfg ]; then
    rm /usr/local/bin/winecfg
fi
ln -s /opt/wine-devel/bin/winecfg /usr/local/bin/winecfg
if [ -f /usr/local/bin/wineconsole ]; then
    rm /usr/local/bin/wineconsole
fi
ln -s /opt/wine-devel/bin/wineconsole /usr/local/bin/wineconsole
if [ -f /usr/local/bin/winecpp ]; then
    rm /usr/local/bin/winecpp
fi
ln -s /opt/wine-devel/bin/winecpp /usr/local/bin/winecpp
if [ -f /usr/local/bin/winedbg ]; then
    rm /usr/local/bin/winedbg
fi
ln -s /opt/wine-devel/bin/winedbg /usr/local/bin/winedbg
if [ -f /usr/local/bin/winedump ]; then
    rm /usr/local/bin/winedump
fi
ln -s /opt/wine-devel/bin/winedump /usr/local/bin/winedump
if [ -f /usr/local/bin/winefile ]; then
    rm /usr/local/bin/winefile
fi
ln -s /opt/wine-devel/bin/winefile /usr/local/bin/winefile
if [ -f /usr/local/bin/wineg++ ]; then
    rm /usr/local/bin/wineg++
fi
ln -s /opt/wine-devel/bin/wineg++ /usr/local/bin/wineg++
if [ -f /usr/local/bin/winemaker ]; then
    rm /usr/local/bin/winemaker
fi
ln -s /opt/wine-devel/bin/winemaker /usr/local/bin/winemaker
if [ -f /usr/local/bin/winemine ]; then
    rm /usr/local/bin/winemine
fi
ln -s /opt/wine-devel/bin/winemine /usr/local/bin/winemine
if [ -f /usr/local/bin/winepath ]; then
    rm /usr/local/bin/winepath
fi
ln -s /opt/wine-devel/bin/winepath /usr/local/bin/winepath
if [ -f /usr/local/bin/wine-preloader ]; then
    rm /usr/local/bin/wine-preloader
fi
ln -s /opt/wine-devel/bin/wine-preloader /usr/local/bin/wine-preloader
if [ -f /usr/local/bin/wineserver ]; then
    rm /usr/local/bin/wineserver
fi
ln -s /opt/wine-devel/bin/wineserver /usr/local/bin/wineserver

Once the script was created and saved with the above contents, I was able to run the script using the following command from the directory that the script was located in.

sudo bash RefreshWineCommandsToDevel.sh

After that, when I ran “wine –version” I received output indicating the current version of 3.9. Time to test out Fallout: New Vegas again.

Well, VATS!

Well, VATS!

It worked! Perhaps flawlessly? There were moments where it would briefly slow down a little or acted funky, but I remember having had a few problems with it when I used to run it natively on Windows. Looks like this was a success. All of the screenshots included in this article were taken from within Linux while running Fallout: New Vegas in Wine 3.9. Many thanks to all of the wine developers that make it possible to play these mainstream Windows only titles on the Linux platform. Wine helps me get closer to having a truly integrated universal gaming platform that will play all of my games.

Owlboy – Compatibility

Owlboy Title Screen

Owlboy Title Screen

System Requirements

Linux

Operating System: Any Linux variant with glibc 2.15 or greater.
Processor: Any dual core processor 32-bit or 64-bit
Memory: 2 GB RAM
Video: OpenGL 3.0 or greater supported
Hard Disk: 600 MB required

SDL_GameController devices fully supported

macOS

Operating System: Mac OS X 10.7.5 or greater.
Processor: Any dual core processor 32-bit or 64-bit
Memory: 2 GB RAM
Video: OpenGL 3.0 or greater supported
Hard Disk: 600 MB required

SDL_GameController devices fully supported

Windows

Operating System: Windows 7 or greater
Processor: Any dual core processor 32-bit or 64-bit
Memory: 1 GB RAM
Video: DirectX 10 capable graphics card required. DirectX must be version 9.0c or greater.
Hard Disk: 600 MB required

Windows 10

This game was designed for and seems to work flawlessly in Windows 10.

Owlboy – Linux, Mac OS X 10.13, Windows 10 Game First Impressions

Owlboy Title Screen

Owlboy Title Screen

Owlboy is a puzzle, platformer, two-dimensional free movement shooter released in 2016 for the Steam platform. It was developed and published by D-Pad Studio. With a rich though linear storyline like you might find in a JRPG, Owlboy blends many genres and integrates game mechanics from many types of games.

Owlboy follows the adventures of a mute owl by the name of Otis. Given Otis’ disability, he is bullied by his peers and has a hard time living up to the standards of the town leaders. Overcoming disability and standing up to bullying may turn out to be a theme throughout the game.

The game begins with the player flying around the village of Vellie getting to know the villagers and serving as a look out for pirates. The villagers inform Otis of a troublemaker who has been plaguing the town. Eventually the player explores to the point where the bully owls frighten and intimidate Otis. The local tinkerer named Geddy comes to Otis’ defense and they team up to explore together. At that point Geddy becomes part of the player’s party and Otis can pick up Geddy to fly him around.

Pew Pew, Take that Troublemaker!

Pew Pew, Take that Troublemaker!

Otis flies around using the W, A, S, D keys. Geddy has a pea shooter than can be used to shoot at enemies and objects. It is particularly effective when shooting anything that is wooden. The player uses the mouse to aim and the left mouse button to fire. Most of the game controls are well labeled on screen whenever they may be used to interact with the environment.

After all of the villagers have been greeted and another owl has been saved from bullying, Otis and Geddy encounter the town troublemaker and chase him down to a cave where the real game begins. The first area is fairly simple to navigate and serves as a tutorial to help the player learn all of the game mechanics and get used to the style of puzzle solving that will be expected later.

Spin to Break Rock, Not Wood

Spin to Break Rock, Not Wood

Geddy can be picked up and flown around and is useful for firing on enemies. His pea shooter kills most enemies I have encountered thus far and annihilates dry old tree trunks. When not carrying Geddy, Otis can use a spin attack that can only stun enemies, but can also be used to break rocks which are impervious to the Geddy’s pea shooter. It is in this area that the player learns the strengths and weaknesses of each character’s abilities. Similar to Super Mario Bros. 2, health is boosted and restored in Owlboy by pulling produce out of the ground and eating it. Whenever I have encountered something growing out of the ground, I have found it best to go ahead and eat it to get a larger health bar.

The First Boss

The First Boss

The first boss wasn’t as easy as I tend to expect a boss to be immediately following a tutorial. There was a good deal of trial and error as I worked to determine which character needed to fire in what way in order to cause the boss damage. I don’t recall seeing any health bar for the boss to indicate how much damage was being dealt, nor was there any particular difference that I could detect in the flashes that came from shooting the boss with Geddy’s pea shooter and using Otis’ spin attack.

It eventually became clear however that the first boss had armor in the front that could not be penetrated. It that had to be kicked off using Otis’ spin attack from behind. Then once the armor was off, Otis’ had to be carrying Geddy in order to shoot the boss with the pea shooter. Once I figured out the pattern, defeating the boss wasn’t at all hard, but definitely provided evidence for an interesting game going forward.

Throwing Geddy into a stone wall. This is fun.

Throwing Geddy into a stone wall. This is fun.

Upon defeating the boss, the player gains an artifact that allows them to press a button to transport Geddy to Otis’ location from wherever he happens to be. This is an extremely helpful mechanic as I was worried about losing him throughout most of the game leading up to the first boss. In many games any companion received must usually be handled with care. In Owlboy it appears you can slam Geddy against any wall or throw him off cliffs with great comedic slapstick relief and he will come back with no issue. Geddy looks fragile, but he can take a real beating.

Once Otis and Geddy get back to town after chasing the troublemaker and defeating the boss, they find the village riddled with pirates. The pirates seize an artifact that will help them attack the capital of Advent and they leave to do so. Otis’ mentor Asio leaves with the village professor to warn those at the capital while Otis and Geddy are tasked with going to the ancient Owl Temple to discover if there is a way to defeat the pirate fleet with the old owl technology.

Sky Pirates!

Sky Pirates!

Owlboy’s graphic style is reminiscent of 32-bit platformers released in the mid to late 1990s. The parallax looks phenomenal. The sound is what I would expect and suites the story. In many ways Owlboy is a typical puzzle platformer that delivers everything I would expect in a predictable manner. But just when I guess where I think it is going, it has so far surprised me with a little twist here or extra unexpected depth there. This also seems to be a good title for adolescents. The content so far seems safe while the challenge provided is worthy and not too easy. The game is rated E10+ by the ESRB, so I’ll leave that to parents to decide. I certainly have enjoyed playing Owlboy thus far, and look forward to continuing the adventures of Otis and Geddy again soon.

Passpartout: The Starving Artist – Compatibility

Passpartout: The Starving Artist Title Screen

Passpartout: The Starving Artist Title Screen

System Requirements

Linux

Processor: Intel Core i5 or better
Memory: 2 GB RAM
Video: Radeon HD 7970 or better graphics card
Hard Disk: 2 GB

Mac OS X

Operating System: Mac OS X 10.6 or newer
Processor: Intel Core i5 or better
Memory: 2 GB RAM
Video: Radeon HD 7970 or better graphics card
Hard Disk: 2 GB

Windows

Operating System: Windows 7 or newer
Processor: Intel Core i5 or better
Memory: 2 GB RAM
Video: GeForce GTX 680 or Radeon HD 7970 or better graphics card
Hard Disk: 2 GB
DirectX Version 11 required.

Windows 10

This game was designed for and seems to work flawlessly in Windows 10.

 

Passpartout: The Starving Artist – Windows 10, Linux, and Mac OS X 10.12 Game First Impressions

Passpartout: The Starving Artist Title Screen

Passpartout: The Starving Artist Title Screen

Passpartout: The Starving Artist is an artistic painter simulator with money management elements developed and published by Flamebait Games. It was released in 2017 for the Steam platform and runs on Windows, Linux, and macOS.

In Passpartout: The Starving Artist the player plays the part of an artistic painter. The player paints on an easel in a manner that appears similar to the Microsoft Paint user interface. Starting with one brush, the player must paint something worthy enough to sell to her critics in order to pay her bills. As the title “The Starving Artist” seems to suggest, as the game mounts in challenge it may be harder to sell paintings and pay the rent. This might make this the world’s first arcade painting simulation. When beginning a new game, a screen greets the player with the words Act I. I assume this means that there are multiple acts and settings to play through to the game’s completion.

Painting the Bunny

Painting the Bunny

I began my time playing Passpartout: The Starving Artist drawing my old favorite, a simple bunny. I titled my work and placed it out for the attention of the waiting public. Surprising to me, it sold rather quickly for 127 dollars. I figured I must be a natural painter born with the innate talent to produce masterpieces, so I began my next work. Once a player is satisfied with their painting, there is a button to take a screenshot of it in Steam and another button to tweet it out on Twitter for those who are so inclined.

Incredibly in my time playing, Passpartout: The Starving Artist helped me get in touch with my stream of consciousness as I let my whims guide the brush to produce meaningful colors and shapes to the canvas. Despite the necessary cheesiness of the art produced using the primitive artistic tools provided to the player by the game’s user interface, I found the game to be extremely relaxing as I was able to lose myself in the production of art from deep within my being. The game music puts you in the right mood to feel loose and creative. This game started out feeling good for my soul.

My Ego, it is Bruised

My Ego, it is Bruised

Then came the critics. Passpartout: The Starving Artist is a very realistic artist simulator in one sense. Non-player characters will walk by your works of art on display and critique, nitpicking every little thing they can. You cannot please most anyone mostly all of the time. Anyone who is not actively buying a painting is continually berating you for your misuse of color, lack of detail, grossness of style, or for selling out to the man or producing art for quick cash. The criticism also appears to be subjective. I painted a painting with every color available to me in it, and I was told that all of the colors were bad by one critic. At first it’s cute and clever, but over time it really began to grate on me. Although, this game might provide inoculation toward haters commenting online if I want to branch out and start uploading YouTube gameplay videos.

Title Your Masterpiece, Then Hopefully it will Sell

Title your masterpiece, then hopefully it will sell.

Another clever distraction for while you are painting are the news flashes that popup on the screen parodying the ridiculousness of real-life click bait encountered while browsing online. These add some humor and levity to Passpartout: The Starving Artist, but still detract the player from the relaxing focus at hand – putting art on the easel. I don’t think I have ever had so many emotions form in a short period of time from playing such a simple game. In my first hour playing I felt relaxed and free to express myself in my art, then frustration with the criticism of my work, then triumph when I would unlock a Steam achievement, then mild humor when I would read an odd news flash, and in between all these emotions boredom when I felt I had, at least in that moment, exhausted all the game had to offer.

I'm channeling my inner Bob Ross

I’m channeling my inner Bob Ross. Happy little trees.

As I stated earlier, Passpartout: The Starving Artist provides the player with only one type of brush to begin play with. As the player sells paintings and progresses they may unlock other brush types. Perhaps I don’t have the most artistic mind after all, but I frequently would reach moments in the game within the first hour of gameplay where I wondered if I had just seen everything the game had to offer. Shortly after having such a thought, I would unlock an achievement or unlock a new brush, but such things were not quite enough to keep the thoughts of the game’s minimalist nature at bay.

While there were elements to Passpartout: The Starving Artist that I really enjoyed in the time I played it, I wonder if I could get similar results by putting on some soothing music on my stereo, fire up Microsoft Paint, and get busy producing works of art with the full set of brushes unlocked without all the noisy, nosy critics. While the game itself is currently $9.99 on Steam, the original sound track is priced at $4.99. It might be more of a deal to have the soundtrack and supply your own paint program. Passpartout: The Starving Artist is a fun enough game, I think I would buy it in a heavily discounted Steam sale knowing what I know about it now.

Psychonauts – Compatibility

Psychonauts Box Art

Psychonauts Box Art

System Requirements

Linux

Processor: 2.0 GHz or higher
Memory: 2 GB RAM
Video: 128MB Video RAM with OpenGL 2.1 compatibility
Hard Disk: 6 GB
glibc 2.7+ required. Binary is 32-bit.

Mac OS X

Operating System: Mac OS X 10.6.8 or later
Processor: Intel Core I Series Processor
Memory: 4 GB RAM
Video: ATI HD 3870 or Nvidia 8800GT or better. 512 MB Video RAM required.
Hard Disk: 4 GB

Windows

Operating System: Windows 2000/XP or higher
Processor: 2.0 GHz Pentium IV or AMD Athlon or higher
Memory: 512 MB RAM
Video: 128 MB GeForce FX 5600 or ATI Radeon 9600 or higher, DirectX 9 compatible.
Sound: DirectX 9.0 compatible sound card
Hard Disk: 6 GB

Windows 10

The Steam version of this game appears to work flawlessly in Windows 10.

Psychonauts – Windows XP, Linux, and Mac OS X 10.6 Game First Impressions

Psychonauts Box Art

Psychonauts Box Art

Psychonauts is a 3D-platformer action adventure game developed and published by Double Fine Productions. The original boxed version for the PC was published by Majesco Entertainment. First released in 2005, its story was written and directed by game design legend Tim Shafer.

The player begins Psychonauts playing as Raz, an adolescent who runs away from his parents to attend the secret Whispering Rock Psychic Summer Camp in order to learn how to use his psychic powers to become a Psychonaut. Since he is there without parental permission, he is only allowed to train at the camp until his parents arrive to either pick him up to take him home or grant permission for him to continue his training there. While Raz is eager to complete his training more quickly than his parents are able to arrive, most of his fellow camp residents are apathetic to the goals of the camp coaches and just want to go home. When Raz begins to demonstrate his abilities, some attempt to impede his progress.

Getting ready to attend "Basic Braining"

Getting ready to attend “Basic Braining”

Those familiar with Tim Shafer’s other games such as Full Throttle and Grim Fandango will note the same signature charm in the story, dialog, and artistic nature of Psychonauts. However, unlike those previous games, Psychonauts is a true action 3D-platformer, not a relaxing point-and-click adventure game. This makes sense given that a version of the game was also released for the XBox and Playstation 2 game consoles.

A piece of mental baggage.

A piece of mental baggage.

The first forty minutes of the game consists of cut-scenes introducing Raz and the characters at the camp and a tutorial on how to successfully implement the mechanics of the game across an obstacle course known as “Basic Braining.” The controls are a little awkward to get used to for a PC gamer utilizing the mouse and keyboard. I have played many more PC titles in the same genre that felt like they had much better controls. That being said, the effort to learn the awkward controls felt worthwhile in order to progress further into a rich, compelling game.

Swinging on poles was challenging until I learned you're supposed to press the direction arrow at the same time you jump

Swinging on poles was challenging until I learned you’re supposed to press the direction arrow you want to move in at the same time you jump.

Once through the tutorial, it is apparent that Psychonauts is a vast game with a great deal of depth to it. The player may press the “Esc” key to access the game’s journal. The journal keeps track of the quests the player has been sent on, any key game information the player needs, player stats, and games may be saved and loaded from the journal as well.The game may be saved at any time the player accesses the journal; there are no pesky save points.

Then there are these tightropes. A little tricky.

Then there are these tightropes. A little tricky.

Every few moments at the beginning of playing Psychonauts there is something new being introduced. I sometimes hate writing first impressions articles on games like Psychonauts because I feel like I haven’t spent enough time playing yet to adequately describe the essence of the game as a whole, but only a sliver of the tip of the iceberg. The character acting and animation are phenomenal. The game does a good job introducing the player to a large, bizarre story world a little bit at a time to keep it all fresh, interesting, and fun.

But the trapeze was the most challenging of all.

But the trapeze was the most challenging of all.

Psychonauts includes a little something for everyone it seems. Collecting various items throughout the game allows the player to level up their character’s abilities. There are pieces of mental baggage to find and sort through. I felt all sorts of good when I received my first merit badge and could score more as the game progresses. Psychonauts is a challenging 3D platformer, and provides an intense, deep story for adventure gamers as well. This seems to be a classic in every sense in my gameplay so far. I’m eager to continue playing through Psychonauts to really see how good it is.

Oxenfree – Compatibility

Oxenfree Title Screen

Oxenfree Title Screen

System Requirements

Linux

Operating System: Ubuntu 16.04
Processor: Intel i5 2.5 GHz
Memory: 4 GB RAM
Video: Nvidia GeForce GTX 460 / Radeon HD 6750
Sound: DirectX 9.0 compatible
Hard Disk: 3 GB

Mac OS X

Operating System: Mac OS X 10.8
Processor: Intel i5 2.5 GHz
Memory: 4 GB RAM
Video: Nvidia GeForce GTX 460 / Radeon HD 6750
Hard Disk: 3 GB

Windows

Operating System: Windows 8.1 64-bit
Processor: Intel i5 2.5 GHz
Memory: 4 GB RAM
Video: Nvidia GeForce GTX 460 / Radeon HD 6750, DirectX 11 required.
Sound: DirectX 9.0 compatible
Hard Disk: 3 GB